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POWER
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
water.h
diff --git
a/shaders/water.h
b/shaders/water.h
index ca3ab47340ffdb343247e88a65d8c3d312083aa3..e334a5c74e38d635a6b519261f69369104a6cde7 100644
(file)
--- a/
shaders/water.h
+++ b/
shaders/water.h
@@
-53,6
+53,9
@@
static struct vg_shader _shader_water = {
"uniform vec3 uCamera;\n"
"uniform float uSurfaceY;\n"
"\n"
"uniform vec3 uCamera;\n"
"uniform float uSurfaceY;\n"
"\n"
+"uniform vec3 uShoreColour;\n"
+"uniform vec3 uOceanColour;\n"
+"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
@@
-157,14
+160,12
@@
static struct vg_shader _shader_water = {
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line
19
0 \n"
+"#line
22
0 \n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
" vec4 beneath, vec4 above )\n"
"{\n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
" vec4 beneath, vec4 above )\n"
"{\n"
-" vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
-" vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
-" vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
+" vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
"\n"
" float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
"\n"
"\n"
" float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
"\n"
@@
-229,6
+230,8
@@
static GLuint _uniform_water_uInvRes;
static GLuint _uniform_water_uTime;
static GLuint _uniform_water_uCamera;
static GLuint _uniform_water_uSurfaceY;
static GLuint _uniform_water_uTime;
static GLuint _uniform_water_uCamera;
static GLuint _uniform_water_uSurfaceY;
+static GLuint _uniform_water_uShoreColour;
+static GLuint _uniform_water_uOceanColour;
static GLuint _uniform_water_g_world_depth;
static void shader_water_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
static GLuint _uniform_water_g_world_depth;
static void shader_water_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
@@
-257,6
+260,12
@@
static void shader_water_uCamera(v3f v){
static void shader_water_uSurfaceY(float f){
glUniform1f( _uniform_water_uSurfaceY, f );
}
static void shader_water_uSurfaceY(float f){
glUniform1f( _uniform_water_uSurfaceY, f );
}
+static void shader_water_uShoreColour(v3f v){
+ glUniform3fv( _uniform_water_uShoreColour, 1, v );
+}
+static void shader_water_uOceanColour(v3f v){
+ glUniform3fv( _uniform_water_uOceanColour, 1, v );
+}
static void shader_water_g_world_depth(int i){
glUniform1i( _uniform_water_g_world_depth, i );
}
static void shader_water_g_world_depth(int i){
glUniform1i( _uniform_water_g_world_depth, i );
}
@@
-274,6
+283,8
@@
static void shader_water_link(void){
_uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
_uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
_uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
_uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
_uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
_uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
+ _uniform_water_uShoreColour = glGetUniformLocation( _shader_water.id, "uShoreColour" );
+ _uniform_water_uOceanColour = glGetUniformLocation( _shader_water.id, "uOceanColour" );
_uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" );
}
#endif /* SHADER_water_H */
_uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" );
}
#endif /* SHADER_water_H */